As some of you are aware, I've decided to make a 'Ship' map, since the developers are accepting submissions. I've spent the better part of tonight figuring out how the game works, and I think I've got a pretty good handle on it. I've yet to go into NPC nodepathing, but if it's anything like what I imagine it is, it shouldn't be too tough. Just a lot of work.

That said, the actual map hasn't started yet. I'm juggling several ideas I know I can do that would be all neat and cool.

First of all, I'm debating making it on a SPACE ship in the same form as 'Starship Titanic'. Which won't wholey be too tough. New skymap, no way to get outdoors, lots of windows.

I could do it in a Hotel style, but I'm aware there's 2 other Hotel-style maps being made right now.

If you have anything to tell me while I'm making this, well... tell me, because these maps are a HELL of a lot faster to make then an NS map.

Zero-G recreation room ftw. Or forego regular stairs and instead have zero-G lifts. Well, not REALLY zero-G, as you'd just jump and be stuck on the ceiling forever. But low-G. How will you know you're IN SPACE if there's not something with low gravity, eh?

Logged

Lunixmonster: Banning the NS community one smacktard at a time. -lolfighterthere are a lot of aaaa...mmmmm.... "HAPPY" pirates on this ship. -GrayDuck

Dont' worry, in the same tradition as ns_desolate, there will be eastereggs

Regardless, it has been settled that I'll be making a luxury submarine, which will allow some pretty interesting architechture. It won't be as long as HMSRedrum, but will consist of three or four decks. I spent nearly all day tracking down and creating textures - I now have a very hefty, very comprehensive texture base to work with.

Here's a very out-of-date screen. As you can see I'm going away from the cartoony cell-shaded look and into a more somber tone - Personally I don't think that cartoony look really fits the nature of the game, at least in its present form.

Regardless, there will be plenty of places from which you can ambush, hide, and make your way around the submarine. This shot is from Deck 2, which features a Restaurant (behind the wall on my right), Bank, 3 Cabins, and Restrooms. Towards the front (behind the glass doors) will be a grand staircase.

Pretty much all of these are unrefined shots, just showing what the general idea is in the area. Lighting isn't right, textures aren't finalized, etc.

You can't see in this one too well, but the 'wells' in the corner of the room are full of water, with waterfalls going into them. Still need a bit more work to look really pretty. Textures are still bleh on the stairs, but I'm not worrying about that now.

The restaurant. Bathrooms along the back.

Inside the bathroom. Single occupancy. I'm debating making the doors lockable. Behind me is another door (works as a back way into the restaurant)

Behind me is a partition, and behind that is the grand staircase. To my left is the main doors to get into the restaurant. At the far end of the hall is a pair of currently busted sliding doors (can't figure out why). Behind that, and to the left, are the backdoors into the restuarant restrooms. The brig might be down there.

The piano is encased in carbonite and is floating outside the restaurant windows, behind the skybox (Literally, I drew a big steel box around it and have it sitting there - it'll go in the lounge, provided someone can find me a 'piano playing' sound).